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0009928Dwarf FortressDwarf Mode -- Immigrationpublic2016-07-20 14:502020-02-07 18:41
doompangolin 
Detros 
normalmajorhave not tried
assignedopen 
LinuxUbuntu16.04
0.43.05 
 
0009928: Necromancer Immigration
Had a necromancer show up in my first round of immigrants. Saved. Exited.

Bugged save located at:
http://dffd.bay12games.com/file.php?id=12281 [^]
N/A
This may be a duplicate of issue 8138:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8138 [^]
No tags attached.
related to 0005806new  Migrant necromancers raise hostile undead 
Issue History
2016-07-20 14:50doompangolinNew Issue
2016-07-22 11:39DetrosNote Added: 0035672
2016-07-22 11:39DetrosAssigned To => Detros
2016-07-22 11:39DetrosStatusnew => needs feedback
2016-07-22 11:39DetrosRelationship addedrelated to 0005806
2016-07-26 21:41doompangolinNote Added: 0035705
2016-07-26 21:41doompangolinStatusneeds feedback => assigned
2020-02-01 06:50TalvienoNote Added: 0039762
2020-02-01 06:53TalvienoNote Edited: 0039762bug_revision_view_page.php?bugnote_id=0039762#r16208
2020-02-01 06:54TalvienoIssue Monitored: Talvieno
2020-02-06 13:45mrmagolorNote Added: 0039921
2020-02-06 13:46mrmagolorNote Edited: 0039921bug_revision_view_page.php?bugnote_id=0039921#r16249
2020-02-06 15:45mrmagolorNote Edited: 0039921bug_revision_view_page.php?bugnote_id=0039921#r16250
2020-02-06 15:46mrmagolorNote Edited: 0039921bug_revision_view_page.php?bugnote_id=0039921#r16251
2020-02-06 16:59OrkelNote Added: 0039923
2020-02-06 18:17mrmagolorNote Edited: 0039921bug_revision_view_page.php?bugnote_id=0039921#r16252
2020-02-06 18:19mrmagolorNote Edited: 0039921bug_revision_view_page.php?bugnote_id=0039921#r16253
2020-02-07 08:37mrmagolorNote Added: 0039939
2020-02-07 14:26Shonai_DwellerNote Added: 0039941
2020-02-07 17:50TalvienoNote Added: 0039945
2020-02-07 18:12Shonai_DwellerNote Added: 0039946
2020-02-07 18:41TalvienoNote Added: 0039947

Notes
(0035672)
Detros   
2016-07-22 11:39   
Yes, similar report is 0008138, "Immigrated Necromancer". But that one got closed as duplicate of much older 0005806, "Migrant necromancers raise hostile undead".

Thanks for the save. Does this migrant-necromancer start resurrecting all dead around and are they then hostile to the rest of fort, as 0005806 notes?
(0035705)
doompangolin   
2016-07-26 21:41   
Not with the experiments I've tried. I've slaughtered a handful of domesticated animals in front of some additional migrant necromancers and so far no resurrections.
(0039762)
Talvieno   
2020-02-01 06:50   
(edited on: 2020-02-01 06:53)
Unless handled with extreme caution and skill, this forces an untimely end to your fortress as soon as the first enemy arrives.

Version: 47.01

Seed info:
Generating world using parameter set CREATE WORLD NOW = 4333333
 Seed: WIAiUks6OYWaAEAAIY8y
 History Seed: 0MUW2SqMqYOOY0AYiiEq
 Name Seed: 2qskkM2sAAA68IEGIo2m
 Creature Seed: M4gmEAoo2ioYu2IAkUgo

Save file:
http://dffd.bay12games.com/file.php?id=14701 [^]

Dwarf name: Kogan Duraloddom (the mayor) (nicknamed "Maleficent")

(0039921)
mrmagolor   
2020-02-06 13:45   
(edited on: 2020-02-06 18:19)
I have seen the same thing occur with visitors, specifically a dwarven poet.

And while they are part of my fortress (they requested residency), I have yet to see them raise any undead, likely due to the fact that they just carouse in my tavern.

EDIT: They just raised their first undead, so nevermind that. It IS hostile to the fortress. Also, it seems to have triggered a minor loyalty cascade resident, when the other citizens attacked the zombie)

EDIT 2: It seems like the undead raised is actually friendly to my fortress, so it assisted in killing the necromancer. Now it sorta just lays down (missing leg) and doing nothing. It was a special undead, a "dwarf fetid hunter".

(0039923)
Orkel   
2020-02-06 16:59   
There are many necromancers, experiments and such visiting the fortress which is quite strange.
(0039939)
mrmagolor   
2020-02-07 08:37   
It makes sense for the experiments, seeing as they were once normal creatures.
(0039941)
Shonai_Dweller   
2020-02-07 14:26   
Experiments join human/dwarf/elf civs after leaving necromancer towers in the same way as animal people groups do. Completely normal thing to happen. Would be strange if they didn't visit. Right there in the Dev notes.
(0039945)
Talvieno   
2020-02-07 17:50   
Not debating that. I'm just debating whether it's intended to spell an untimely doom for your fortress. Also, I'd hope that necromancers wouldn't show up until "endgame", instead of "first migrant wave, have a necromancer!" The latter runs in stark contrast to Toady and Zach's recent push to make the game more accessible to newbies, IMO. If you think about it anyway, things like dragons and giant cave spiders rarely show up until later. Necromancers are kind of the same vein.
(0039946)
Shonai_Dweller   
2020-02-07 18:12   
No, no. Necromancers visiting is an actual confirmed bug. Experimental beasts as part of civs are who should be visiting. Necromancers absolutely aren't supposed to be.
(0039947)
Talvieno   
2020-02-07 18:41   
Ahhhh, forgive me, misunderstood what you were saying. Fair enough then, and I agree with you. :)